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Protection module inverts Isidas effect


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sliced - wake up boy, why would you put an anti isida module on an isida?  maybe you are good at self harm?

 

"not gonna lie" ??? are you really bright enough to know how to?  ;)

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Isida was already nerfed. No need to make it weaker. Plus this module will affect the number of players using isida. It will be also unfair to it

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just like self healing and increased damage promoted invulnerable packs of isidas dominating battles was unfair to the rest of us.

But they no longer have self-healing.

 

So there is hardly a need for a special module to "counter" them.  Up close Firebird kills quickly too, and can affect multiple targets.

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I can understand why you put forward this idea, realbigred. Healing in battle is a very powerful ability that can shift the tide of battle, extending the life of allies and helping them win wars of attrition. Isida not only heals, but it can also deal fairly good damage at close range and assist with kills. This certainly gives Isida a prestige that no other turret can match.

 

Unfortunately, due to the fairly unbalanced nature of TO matches these days, it is very possible to land on a team without a competent Isida going up against an opposing team with one or several good Isidas.  Assuming that both teams are similarly skilled, the team with better Isidas has the better odds of winning, which sucks for those without a competent Isida teammate.  

 

Looking at your proposed module and your above post, you clearly want to take down Isidas bunching up and dealing damage.  Still, I wish to clarify further. 

 

Since this module will prevent your team Isidas from healing you should you run into danger yourself, are you ready for the event of facing multiple tanks at once, knowing that only your own health kit and a random health supply drop can save you? Not to mention that enemy Isidas can STILL heal their allies equipped with other turrets. Sure, those enemy Isidas can’t hurt you, but they’ll buff up their Firebird, Smoky, Magnum, Thunder, Rico, Rail, Twins, Freeze, Striker, Vulcan, and Shaft allies who certainly can kill you.  Oh, and I assume that module doesn’t protect you from any other turrets, correct?  Well, be ready to take the pure force of up to 12 turrets killing you before you meet the battle objectives.

 

Basically, I believe that gameplay with this module equipped is a downgrade from being able to be healed by allies. I can only really see this work for strong, independent tankers.  But even then, these tankers would likely prefer having three solid protections rather than just one immunity and being vulnerable to twelve other turrets.

 

How about this counter-proposal: allowing only 1 Isida player on each team?  I can see that you hate Isida packs, but what about just a single Isida?

 

Yes, game balance is always tricky, and certain trends in the game are just annoying to face.  However, I wish to help you clarify your views on Isida.

Edited by N3tralRE

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self healing as in a group of 3-4 healing each other constantly while attacking.

MAGNUM.  STRIKER.    SPLASHDAMAGE.

 

amirightlittlewillie?

 

As an aside - if those isidas keep healing each other they can't attack. And vice-versa. It is not unlimited supply.

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going off topic a bit bit but in reply to N3tralRE

There certainly needs to be some limit on isida / isida healing, maybe a low %ge of normal isida / other healing to stop group invulnerability. 

 

I feel that the isida attack is now too powerful especially as the attack does not need to be aimed with any great precision (just like fire & freeze). Perhaps the effect cone needs to be greatly reduced to something more similar to a gun to require a similar level of aiming skill to get a hit.

Edited by realbigred

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going off topic a bit bit but in reply to N3tralRE

There certainly needs to be some limit on isida / isida healing, maybe a low %ge of normal isida / other healing to stop group invulnerability. 

 

I feel that the isida attack is now too powerful especially as the attack does not need to be aimed with any great precision (just like fire & freeze). Perhaps the effect cone needs to be greatly reduced to something more similar to a gun to require a similar level of aiming skill to get a hit.

They already reduced the angle because Isida always healed a nearby team-mate with the wide angle.  Is actually harder to target.

 

The limit on healing is the energy pool. It runs out and has to re-charge. Unlike... say Twins.

And if isida attacks it runs out twice as fast.

 

Buy a Module with Isida protection or kill them from a distance.

No diff from me hating Shaft able to one-shot my M3 viking. Forced to buy protection.

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Except that the reload time on shaft is easily twice that of isida and the gun tracking is the slowest of all turrets. That's the downside for shaft.

 

a group of shafts would easily be overrun by a group of isidas due to not being able to shoot as fast as they can heal each other.

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going off topic a bit bit but in reply to N3tralRE

There certainly needs to be some limit on isida / isida healing, maybe a low %ge of normal isida / other healing to stop group invulnerability. 

 

I feel that the isida attack is now too powerful especially as the attack does not need to be aimed with any great precision (just like fire & freeze). Perhaps the effect cone needs to be greatly reduced to something more similar to a gun to require a similar level of aiming skill to get a hit.

As a constant isida user, group healing is actually very hard for isidas,as they have to keep turning about, checking health, trying to get healed, and on top of all that, they have to attack. Doing all of this will easily exhaust their ammunition in 10 seconds, leaving them vulnerable to any gun with splash damage, and also to firebirds and freezes. You, at least on your current account, have never used isida, and probably not much  on any account with the new updates to isida. Therefore, you have probably only had experience against isidas group healing, and therefore wouldn't have much respect for the difficulties they face.

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I'm not blaming the isida players for exploiting the advantages given to them. It just shows that the devs did not think through or test the buffs properly before releasing them.

 

The original idea was to 'enhance' the isida protection module using the science of its weapon ie rather than adding armour to the defender, make it a smart defence that hacks the isidas own nanobots and turns them against that attacker. Electronic countermeasures if you like.

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I'm not blaming the isida players for exploiting the advantages given to them. It just shows that the devs did not think through or test the buffs properly before releasing them.

 

The original idea was to 'enhance' the isida protection module using the science of its weapon ie rather than adding armour to the defender, make it a smart defence that hacks the isidas own nanobots and turns them against that attacker. Electronic countermeasures if you like.

Just don't think it is needed.

 

There are other ways to counter them, as discussed numerous times above - Isidas have many short-commings like other turrets.

(attack only one enemy at time / short range / limited energy pool [that depletes in 5 sec when attacking])... 

 

You speak of "four together".. Four of any tank that can be an issue.

They run into 4 hammers - how quickly do think those 4 hammers could waste an isida or two? Once two isidas are gone what are they gonna do?

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I'm not blaming the isida players for exploiting the advantages given to them. It just shows that the devs did not think through or test the buffs properly before releasing them.

 

The original idea was to 'enhance' the isida protection module using the science of its weapon ie rather than adding armour to the defender, make it a smart defence that hacks the isidas own nanobots and turns them against that attacker. Electronic countermeasures if you like.

The thing is, it's not an idea for a protection module,it's an idea for a whole new piece of equipment.

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The thing is, it's not an idea for a protection module,it's an idea for a whole new piece of equipment.

Indeed, this proposed Isida invertion "module" is very unlike your standard protection module that provides resistances to certain weapons.  It sounds more like a "module alteration" to me, but regardless, the idea does point to the bigger question of properly balancing Isida.  

 

At this point, though, I am unsure that Tanki's players as a whole are ready for this new installment.  Having been used to Isida healing all allies and damaging all enemies, Isida players would be confused seeing themselves healing some enemies and damaging some allies.  Moreover, since the invertion "module" is effectively a middle finger to all Isidas on the battlefield, players may get the impression that users of the invertion "module" are self-centered individuals who hate all Isidas, friends and foes alike.  Speculative as this is, such a negative impression can dampen the morale of one's team, seriously affecting the outcome of battle.  The situation continues to worsen if said players never check tanks' stats with the R or V button.

 

As I said in my previous post, however, this module isn't superior to the existing modules generally speaking; it seems more suited for situational play rather than for standard meta play, but I could be wrong.  While I'm curious how this module will perform in today's battles, I don't think this module will pass for fear that the angry backlash will actively harm the TO experience and, at worst, endanger the retention of TO players in the long run.

Edited by N3tralRE

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its crazy idea

 

you shoot at enemy, and find that your own health is decreasing while enemy gains health.

 

your own team isida can kill you (like friendly fire)

-_- Who'd even want this?!

 

Healing enemies!! What is this game becoming - a joke!?!

Edited by Fluffy_Puppy

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Fluffy puppy - read it, think about it then comment when you understand it.

 

Who would want it? anyone wanting protection AGAINST isidas that isn't using an isida turret.

 

N3tralRE - seriously, since when have the devs considered any sort of backlash or the retention of players?

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